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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "chrome/browser/android/vr_shell/ui_elements.h" | 5 #include "chrome/browser/android/vr_shell/ui_elements.h" |
6 | 6 |
7 #include <limits> | 7 #include <limits> |
8 | 8 |
9 #include "base/logging.h" | 9 #include "base/logging.h" |
10 #include "chrome/browser/android/vr_shell/animation.h" | 10 #include "chrome/browser/android/vr_shell/animation.h" |
11 #include "chrome/browser/android/vr_shell/easing.h" | 11 #include "chrome/browser/android/vr_shell/easing.h" |
12 | 12 |
13 namespace vr_shell { | 13 namespace vr_shell { |
14 | 14 |
15 namespace { | 15 namespace { |
16 | 16 |
17 float GetRayPlaneIntersection(gvr::Vec3f ray_origin, | 17 bool GetRayPlaneDistance(const gvr::Vec3f& ray_origin, |
18 gvr::Vec3f ray_vector, | 18 const gvr::Vec3f& ray_vector, |
19 gvr::Vec3f plane_origin, | 19 const gvr::Vec3f& plane_origin, |
20 gvr::Vec3f plane_normal) { | 20 const gvr::Vec3f& plane_normal, |
| 21 float* distance) { |
21 float denom = vr_shell::VectorDot(ray_vector, plane_normal); | 22 float denom = vr_shell::VectorDot(ray_vector, plane_normal); |
22 if (denom == 0) { | 23 if (denom == 0) { |
23 // TODO(mthiesse): Line could be contained in the plane, do we care? | 24 return false; |
24 return -std::numeric_limits<float>::infinity(); | |
25 } | 25 } |
26 gvr::Vec3f rel; | 26 gvr::Vec3f rel; |
27 rel.x = ray_origin.x - plane_origin.x; | 27 rel.x = ray_origin.x - plane_origin.x; |
28 rel.y = ray_origin.y - plane_origin.y; | 28 rel.y = ray_origin.y - plane_origin.y; |
29 rel.z = ray_origin.z - plane_origin.z; | 29 rel.z = ray_origin.z - plane_origin.z; |
30 | 30 *distance = -vr_shell::VectorDot(plane_normal, rel) / denom; |
31 return -vr_shell::VectorDot(plane_normal, rel) / denom; | 31 return true; |
32 } | 32 } |
33 | 33 |
34 } // namespace | 34 } // namespace |
35 | 35 |
36 ReversibleTransform::ReversibleTransform() { | 36 Transform::Transform() { |
37 MakeIdentity(); | 37 MakeIdentity(); |
38 } | 38 } |
39 | 39 |
40 void ReversibleTransform::MakeIdentity() { | 40 void Transform::MakeIdentity() { |
41 SetIdentityM(to_world); | 41 SetIdentityM(to_world); |
42 SetIdentityM(from_world); | |
43 orientation.qx = orientation.qy = orientation.qz = 0.0f; | |
44 orientation.qw = 1.0f; | |
45 } | 42 } |
46 | 43 |
47 void ReversibleTransform::Rotate(gvr::Quatf quat) { | 44 void Transform::Rotate(gvr::Quatf quat) { |
48 orientation = QuatMultiply(quat, orientation); | |
49 | |
50 // TODO(klausw): use specialized rotation code? Constructing the matrix | 45 // TODO(klausw): use specialized rotation code? Constructing the matrix |
51 // via axis-angle quaternion is inefficient. | 46 // via axis-angle quaternion is inefficient. |
52 gvr::Mat4f forward = QuatToMatrix(quat); | 47 gvr::Mat4f forward = QuatToMatrix(quat); |
53 to_world = MatrixMul(forward, to_world); | 48 to_world = MatrixMul(forward, to_world); |
54 gvr::Mat4f reverse = MatrixTranspose(forward); | |
55 from_world = MatrixMul(from_world, reverse); | |
56 } | 49 } |
57 | 50 |
58 void ReversibleTransform::Rotate(float ax, float ay, float az, float rad) { | 51 void Transform::Rotate(float ax, float ay, float az, float rad) { |
59 // TODO(klausw): use specialized rotation code? Constructing the matrix | |
60 // via axis-angle quaternion is inefficient. | |
61 Rotate(QuatFromAxisAngle({ax, ay, az}, rad)); | 52 Rotate(QuatFromAxisAngle({ax, ay, az}, rad)); |
62 } | 53 } |
63 | 54 |
64 void ReversibleTransform::Translate(float tx, float ty, float tz) { | 55 void Transform::Translate(float tx, float ty, float tz) { |
65 TranslateM(to_world, to_world, tx, ty, tz); | 56 TranslateM(to_world, to_world, tx, ty, tz); |
66 TranslateMRight(from_world, from_world, -tx, -ty, -tz); | |
67 } | 57 } |
68 | 58 |
69 void ReversibleTransform::Scale(float sx, float sy, float sz) { | 59 void Transform::Scale(float sx, float sy, float sz) { |
70 ScaleM(to_world, to_world, sx, sy, sz); | 60 ScaleM(to_world, to_world, sx, sy, sz); |
71 ScaleMRight(from_world, from_world, 1.0f / sx, 1.0f / sy, 1.0f / sz); | 61 } |
| 62 |
| 63 const gvr::Mat4f& WorldRectangle::TransformMatrix() const { |
| 64 return transform_.to_world; |
| 65 } |
| 66 |
| 67 void WorldRectangle::SetTransform(const Transform& transform) { |
| 68 transform_ = transform; |
72 } | 69 } |
73 | 70 |
74 gvr::Vec3f WorldRectangle::GetCenter() const { | 71 gvr::Vec3f WorldRectangle::GetCenter() const { |
75 const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f}; | 72 const gvr::Vec3f kOrigin = {0.0f, 0.0f, 0.0f}; |
76 return MatrixVectorMul(transform.to_world, kOrigin); | 73 return MatrixVectorMul(transform_.to_world, kOrigin); |
| 74 } |
| 75 |
| 76 gvr::Vec2f WorldRectangle::GetUnitRectangleCoordinates( |
| 77 const gvr::Vec3f& world_point) { |
| 78 const gvr::Mat4f& transform = transform_.to_world; |
| 79 gvr::Vec3f origin = MatrixVectorMul(transform, gvr::Vec3f({0, 0, 0})); |
| 80 gvr::Vec3f xAxis = MatrixVectorMul(transform, gvr::Vec3f({1, 0, 0})); |
| 81 gvr::Vec3f yAxis = MatrixVectorMul(transform, gvr::Vec3f({0, 1, 0})); |
| 82 xAxis = VectorSubtract(xAxis, origin); |
| 83 yAxis = VectorSubtract(yAxis, origin); |
| 84 gvr::Vec3f point = VectorSubtract(world_point, origin); |
| 85 |
| 86 float x = VectorDot(point, xAxis) / VectorDot(xAxis, xAxis); |
| 87 float y = VectorDot(point, yAxis) / VectorDot(yAxis, yAxis); |
| 88 return {x, y}; |
77 } | 89 } |
78 | 90 |
79 gvr::Vec3f WorldRectangle::GetNormal() const { | 91 gvr::Vec3f WorldRectangle::GetNormal() const { |
80 const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f}; | 92 const gvr::Vec3f kNormalOrig = {0.0f, 0.0f, -1.0f}; |
81 return MatrixVectorRotate(transform.to_world, kNormalOrig); | 93 return MatrixVectorRotate(transform_.to_world, kNormalOrig); |
82 } | 94 } |
83 | 95 |
84 float WorldRectangle::GetRayDistance(gvr::Vec3f ray_origin, | 96 bool WorldRectangle::GetRayDistance(const gvr::Vec3f& ray_origin, |
85 gvr::Vec3f ray_vector) const { | 97 const gvr::Vec3f& ray_vector, |
86 return GetRayPlaneIntersection(ray_origin, ray_vector, GetCenter(), | 98 float* distance) const { |
87 GetNormal()); | 99 return GetRayPlaneDistance(ray_origin, ray_vector, GetCenter(), GetNormal(), |
| 100 distance); |
88 } | 101 } |
89 | 102 |
90 ContentRectangle::ContentRectangle() = default; | 103 ContentRectangle::ContentRectangle() = default; |
91 | 104 |
92 ContentRectangle::~ContentRectangle() = default; | 105 ContentRectangle::~ContentRectangle() = default; |
93 | 106 |
94 void ContentRectangle::Animate(int64_t time) { | 107 void ContentRectangle::Animate(int64_t time) { |
95 for (auto& it : animations) { | 108 for (auto& it : animations) { |
96 Animation& animation = *it; | 109 Animation& animation = *it; |
97 if (time < animation.start) | 110 if (time < animation.start) |
(...skipping 97 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
195 | 208 |
196 bool ContentRectangle::IsVisible() const { | 209 bool ContentRectangle::IsVisible() const { |
197 return visible && computed_opacity > 0.0f; | 210 return visible && computed_opacity > 0.0f; |
198 } | 211 } |
199 | 212 |
200 bool ContentRectangle::IsHitTestable() const { | 213 bool ContentRectangle::IsHitTestable() const { |
201 return IsVisible() && hit_testable; | 214 return IsVisible() && hit_testable; |
202 } | 215 } |
203 | 216 |
204 } // namespace vr_shell | 217 } // namespace vr_shell |
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